| /* |
| * Copyright (C) 2013 Adobe Systems Incorporated. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * |
| * 1. Redistributions of source code must retain the above |
| * copyright notice, this list of conditions and the following |
| * disclaimer. |
| * 2. Redistributions in binary form must reproduce the above |
| * copyright notice, this list of conditions and the following |
| * disclaimer in the documentation and/or other materials |
| * provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS |
| * FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE |
| * COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, |
| * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
| * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) |
| * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, |
| * STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
| * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED |
| * OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #ifndef FloatRoundedRect_h |
| #define FloatRoundedRect_h |
| |
| #include "platform/geometry/FloatRect.h" |
| #include "platform/geometry/FloatSize.h" |
| #include "third_party/skia/include/core/SkRRect.h" |
| #include "wtf/Allocator.h" |
| #include <iosfwd> |
| |
| namespace blink { |
| |
| class FloatQuad; |
| |
| class PLATFORM_EXPORT FloatRoundedRect { |
| DISALLOW_NEW_EXCEPT_PLACEMENT_NEW(); |
| |
| public: |
| class PLATFORM_EXPORT Radii { |
| DISALLOW_NEW(); |
| |
| public: |
| Radii() {} |
| Radii(const FloatSize& topLeft, |
| const FloatSize& topRight, |
| const FloatSize& bottomLeft, |
| const FloatSize& bottomRight) |
| : m_topLeft(topLeft), |
| m_topRight(topRight), |
| m_bottomLeft(bottomLeft), |
| m_bottomRight(bottomRight) {} |
| |
| Radii(const FloatRoundedRect::Radii& intRadii) |
| : m_topLeft(intRadii.topLeft()), |
| m_topRight(intRadii.topRight()), |
| m_bottomLeft(intRadii.bottomLeft()), |
| m_bottomRight(intRadii.bottomRight()) {} |
| |
| void setTopLeft(const FloatSize& size) { m_topLeft = size; } |
| void setTopRight(const FloatSize& size) { m_topRight = size; } |
| void setBottomLeft(const FloatSize& size) { m_bottomLeft = size; } |
| void setBottomRight(const FloatSize& size) { m_bottomRight = size; } |
| const FloatSize& topLeft() const { return m_topLeft; } |
| const FloatSize& topRight() const { return m_topRight; } |
| const FloatSize& bottomLeft() const { return m_bottomLeft; } |
| const FloatSize& bottomRight() const { return m_bottomRight; } |
| |
| bool isZero() const; |
| |
| void scale(float factor); |
| // Multiply all radii by |factor| and floor the result to the nearest |
| // integer. |
| void scaleAndFloor(float factor); |
| |
| void expand(float topWidth, |
| float bottomWidth, |
| float leftWidth, |
| float rightWidth); |
| void expand(float size) { expand(size, size, size, size); } |
| |
| void shrink(float topWidth, |
| float bottomWidth, |
| float leftWidth, |
| float rightWidth); |
| void shrink(float size) { shrink(size, size, size, size); } |
| |
| void includeLogicalEdges(const Radii& edges, |
| bool isHorizontal, |
| bool includeLogicalLeftEdge, |
| bool includeLogicalRightEdge); |
| |
| String toString() const; |
| |
| private: |
| FloatSize m_topLeft; |
| FloatSize m_topRight; |
| FloatSize m_bottomLeft; |
| FloatSize m_bottomRight; |
| }; |
| |
| FloatRoundedRect() {} |
| explicit FloatRoundedRect(const FloatRect&, const Radii& = Radii()); |
| FloatRoundedRect(float x, float y, float width, float height); |
| FloatRoundedRect(const FloatRect&, |
| const FloatSize& topLeft, |
| const FloatSize& topRight, |
| const FloatSize& bottomLeft, |
| const FloatSize& bottomRight); |
| |
| const FloatRect& rect() const { return m_rect; } |
| const Radii& getRadii() const { return m_radii; } |
| bool isRounded() const { return !m_radii.isZero(); } |
| bool isEmpty() const { return m_rect.isEmpty(); } |
| |
| void setRect(const FloatRect& rect) { m_rect = rect; } |
| void setRadii(const Radii& radii) { m_radii = radii; } |
| |
| void move(const FloatSize& size) { m_rect.move(size); } |
| void inflateWithRadii(int size); |
| void inflate(float size) { m_rect.inflate(size); } |
| |
| // expandRadii() does not have any effect on corner radii which have zero |
| // width or height. This is because the process of expanding the radius of a |
| // corner is not allowed to make sharp corners non-sharp. This applies when |
| // "spreading" a shadow or a box shape. |
| void expandRadii(float size) { m_radii.expand(size); } |
| void shrinkRadii(float size) { m_radii.shrink(size); } |
| |
| // Returns a quickly computed rect enclosed by the rounded rect. |
| FloatRect radiusCenterRect() const; |
| |
| FloatRect topLeftCorner() const { |
| return FloatRect(m_rect.x(), m_rect.y(), m_radii.topLeft().width(), |
| m_radii.topLeft().height()); |
| } |
| FloatRect topRightCorner() const { |
| return FloatRect(m_rect.maxX() - m_radii.topRight().width(), m_rect.y(), |
| m_radii.topRight().width(), m_radii.topRight().height()); |
| } |
| FloatRect bottomLeftCorner() const { |
| return FloatRect(m_rect.x(), m_rect.maxY() - m_radii.bottomLeft().height(), |
| m_radii.bottomLeft().width(), |
| m_radii.bottomLeft().height()); |
| } |
| FloatRect bottomRightCorner() const { |
| return FloatRect(m_rect.maxX() - m_radii.bottomRight().width(), |
| m_rect.maxY() - m_radii.bottomRight().height(), |
| m_radii.bottomRight().width(), |
| m_radii.bottomRight().height()); |
| } |
| |
| bool xInterceptsAtY(float y, |
| float& minXIntercept, |
| float& maxXIntercept) const; |
| |
| void includeLogicalEdges(const Radii& edges, |
| bool isHorizontal, |
| bool includeLogicalLeftEdge, |
| bool includeLogicalRightEdge); |
| |
| // Tests whether the quad intersects any part of this rounded rectangle. |
| // This only works for convex quads. |
| bool intersectsQuad(const FloatQuad&) const; |
| |
| void adjustRadii(); |
| bool isRenderable() const; |
| |
| // Constrains the radii to be no more than the size of rect(); radii outside |
| // of this range are not defined. In addition, the radii of the corners are |
| // floored to the nearest integer. |
| // FIXME: the flooring should not be necessary. At the moment it causes |
| // background bleed in some cases. |
| // FIXME: this code is almost the same as adjustRadii()/isRenderable(). Get |
| // rid of one of them. |
| void constrainRadii(); |
| |
| operator SkRRect() const; |
| |
| String toString() const; |
| |
| private: |
| FloatRect m_rect; |
| Radii m_radii; |
| }; |
| |
| inline FloatRoundedRect::operator SkRRect() const { |
| SkRRect rrect; |
| |
| if (isRounded()) { |
| SkVector radii[4]; |
| radii[SkRRect::kUpperLeft_Corner].set(topLeftCorner().width(), |
| topLeftCorner().height()); |
| radii[SkRRect::kUpperRight_Corner].set(topRightCorner().width(), |
| topRightCorner().height()); |
| radii[SkRRect::kLowerRight_Corner].set(bottomRightCorner().width(), |
| bottomRightCorner().height()); |
| radii[SkRRect::kLowerLeft_Corner].set(bottomLeftCorner().width(), |
| bottomLeftCorner().height()); |
| |
| rrect.setRectRadii(rect(), radii); |
| } else { |
| rrect.setRect(rect()); |
| } |
| |
| return rrect; |
| } |
| |
| inline bool operator==(const FloatRoundedRect::Radii& a, |
| const FloatRoundedRect::Radii& b) { |
| return a.topLeft() == b.topLeft() && a.topRight() == b.topRight() && |
| a.bottomLeft() == b.bottomLeft() && a.bottomRight() == b.bottomRight(); |
| } |
| |
| inline bool operator!=(const FloatRoundedRect::Radii& a, |
| const FloatRoundedRect::Radii& b) { |
| return !(a == b); |
| } |
| |
| inline bool operator==(const FloatRoundedRect& a, const FloatRoundedRect& b) { |
| return a.rect() == b.rect() && a.getRadii() == b.getRadii(); |
| } |
| |
| // Redeclared here to avoid ODR issues. |
| // See platform/testing/GeometryPrinters.h. |
| void PrintTo(const FloatRoundedRect&, std::ostream*); |
| void PrintTo(const FloatRoundedRect::Radii&, std::ostream*); |
| |
| } // namespace blink |
| |
| #endif // FloatRoundedRect_h |